Mechanics: Weak to Slash. Stomp attack! Both sides of the Behemoth must have players so that the access to food is blocked. The Behemoth only heals to full hp once if eating occurs.

Astea Frostweb [F1-11]:

Hexable?: Yes.

Rager?: No.

Mechanics: Able to freeze players disabling their movement. She also summons weak ice spiders. Advised to place GGS at end in the event of freeze attack.

Icy Bones [F1-11]:

Hexable?: Yes.

Rager?: No.

Mechanics: Special: Icy Bones has a typeless attack that hits through protection prayers. Weak to Crush. Icy bones occasionally makes a ring of ice in the boss room.

Luminescent Icefiend [F3-11]:

Hexable?: Yes.

Rager?: No.

Mechanics: Icefiend, after portions of its HP are depleted, will seal itself in Ice. When this happens, run/walk away quickly as if caught in the ice attack, will stunlock the character reducing him to sub-10 hp. This will occur 3-4 times throughout a fight.

Plane-freezer Lakhrahnaz ⁠[F6-11]:

Hexable?: Yes.

Rager?: No.

Mechanics: Attempts to Melee this boss will drag you across the ice, so Hexing preferred.

To'Kash the Bloodchiller ⁠⁠[F9-11]:

Hexable?: Yes.

Rager?: No.

Mechanics: To'Kash will freeze you in place, requiring a teammates to break the ice and free you.

Abandoned I [12-17] & Abandoned II [30-35] Floors:

Spoiler

Skeletal Horde/Divine Skinweaver [F12-17, F30-35]:

Hexable?: Yes. (Mages only!)

Rager?: No.

Mechanics: You can see in your chatbox when it is time to close a tunnel by clicking on the tunnel. Crush style is best. Melee armor offers good protection from everything in the room, mages included. After the last tunnel is closed, if there are more doors left in the map, do not kill any more skeletons as they will disappear over time. Hex is good because you can stand on the healing pad to heal.

Hobgoblin Geomancer [F12-17, F30-35]:

Hexable?: Yes.

Rager?: Yes.

Mechanics: Geomancer will attempt to turn off everyone’s prayers at random and heals if you have any prayer/curse on. Worst abandoned boss on a 5:5 large due to its high defence and max hit, bind spell, and ability to turn off your prayers. Once Ragered a little, Hex > Melee. Spam clicking geomancer as it teleports to automatically run next to it.

Bulwark Beast [F12-17, F30-35]:

Hexable?: Yes.

Rager?: Yes. Ragers can hit through armor, so familiar special attack immediately!

Mechanics: Weak to Range and Crush. Boss drains your stats and you can opt to restore stats at the cost of healing the boss. If you all have hexes, it may be best to ignore the unholy fonts altogether. Only restore your stats once they get in the 60s, and if boss is high HP. You can recharge your stats even after the boss dies, so remember to do that if there are more rooms.

Shadow-forger Ihlakhizan [F30-35]:

Hexable?: Yes.

Rager?: Mediocre.

Mechanics: When shadow forger glows hide behind any of the 4 pillars. Can only be attacked from zones directly (as opposed to diagonally) adjacent to him. If you are meleeing, Pray Melee and dodge its attacks by standing behind the pillar. The whole team should spread out to reduce the overall damage of the AoE attacks.

Bal'lak the Pummeller ⁠⁠[F33-35]

Hexable?: Yes.

Rager?: No.

Mechanics: Bal'lak's defence level grows over time, requiring the player to lead him over green hitsplats to lower said defence. Thus, it is not recommended to solo this boss in C6's.

Furnished Floors [F18-29]:

Spoiler

Rammernaut [F18-29]:

Hexable?: Yes.

Rager?: No, unless C6.

Mechanics: Has both a stomp and a stun. Magic is meta vs Rammernaut, but CSB’s currently not in Onyx. Players can all stand in corner to minimize Rammernaut’s special. Ragers are strong for C6.

Har'Lakk the Riftsplitter [F18-29]:

Hexable?: Only after Rager’d.

Rager?: No, unless C6.

Mechanics: Has a special which poisons, a special which lowers stats and a special which damages players exponentially based on time. Ragers are a MUST for C6. Has a stomp attack.

Stomp [F18-29]:

Hexable?: No.

Rager?: No.

Mechanics: This boss has 3 stages (blue, green, red – random) in which you need to quickly collect a pair of crystals and place on lodestones which are located on the sides of stomp. Rocks will fall which may need to be mined during this time window. Weak to Slash. If in C6, gating with Gatestone and GGS directly adjacent to Stomp is helpful. Useful tactic: Blood necklace hits through Stomp’s immunity, so position Blood Necklace player adjacent to Stomp to cancel 3rd stage and deal remaining 1 hp.

Lexicus Runewright [F20-29]:

Hexable?: Yes.

Rager?: Mediocre.

Mechanics: Hex is the meta. Second best option is Slash. Lexicus teleports around the corners and middle of the room and occasionally uses his special, "Book Barrage!" which sends exploding books to the current position of the player. To avoid this attack, simply run away when Lexicus yells it. On Onyx, Lexicus’ special attack damage is likely a One-Hit KO if un-dodged.

Sagittare [F23-29]:

Hexable?: Yes.

Rager?: No.

Mechanics: Note that Sagittare’s (a ranger) attacks are magic-based, so Pray Magic. Hex works remarkably well, even through Sagittare’s Range protection prayer. Easiest to have 2+ hexers shoot at him rather than chase him around his spiral lair. His “Arrow Rain!” attack does nothing on Onyx. Gatestone / GGS placement around the room is convenient for meleers, as Sagittare will bind or turn off run energy randomly.

Night-gazer Khighorahk [F26-29]:

Hexable?: Yes.

Rager?: No.

Mechanics: Hex / Range / Mage this boss from a distance, as its special attack is very damaging. There are four Pillars of light, each in a corner of the room. It is necessary to light at least one pillar, or the Night-gazer will be completely invincible. The more pillars that are lit, the more damage can be dealt onto the boss. The pillars go out occasionally, more so when the monster’s special attack hits. During the second phase of the fight, all pillars are permanently lit and the boss is easy to kill.

C6 Bosses [F36 - F60]:

Spoiler

Occult Floors [F36-47]:

Spoiler

Skeletal Trio [F36-47]:

Hexable?: No

Rager?: Yes. (Mage)

Mechanics: There are 3 bosses to kill, representing the three sides of the combat triangle. The mage and ranger hit accurately; the warrior is rather inaccurate, but can hit hard. Kill Order: Mage (Weak to Slash) > Ranger (Weak to Slash) >> Meleer (Weak to Crush). Meleer can be bound via Entangle, etc to stop its movement.

Runebound Behemoth [F36-47]:

Hexable?: Yes. (Range Pedestal Down)

Rager?: Yes. (Melee Pedestal Down)

Mechanics: The boss is immune to the 3 combat styles until the respective pedestal (corners of the room) has been recently clicked down. Runebound’s current immunities are listed on its overhead prayers. Occasionally, the boss will check if all three of its immunity prayers are active: If they are, he unleashes an attack that hits in 4 damage splats which can be run from. Therefore, it is recommended to alternate clicking between the melee and range pedestals and have one damage type available for team usage throughout the fight. It is possible to hide behind a pillar to prevent damage in emergencies. The boss does have a stomp attack and because it is a large boss, consideration should be given as to where to place the GGS / Gatestone.

Gravecreeper [F36-47]:

Hexable?: Yes.

Rager?: Yes

Mechanics: When Gravecreeper says “Burnn,” the boss will spawn purple squares that do damage every tick. Therefore, it meleers must lure the boss; this makes ranging / maging the meta. Hexing is very strong against Gravecreeper. When the boss says “buuuuury,” bless tombstones (appear as purple) as fast as you can. The two squares by the boss door and end ladder are safespots. It is best to bless multiple tombstones as the boss may re-appear too far in the bossroom, dragging you out into the purple, even if ranging / maging.

Necrolord [F39-47]:

Hexable?: Yes. Incredible DPS.

Rager?: No.

Mechanics: Range or Mage is mandatory, as boss is behind a barrier the entire fight. Pray Mage when boss is alone and Pray Melee when Necrolord summons his skeleton army. Necrolord has high, if not the highest, magic level in all of DG. Thus, the Hexhunter bow is meta for this boss by a wide margin. One Hexer can solo this boss, even in highest settings.

Flesh-spoiler Haasghenahk [F42-47]:

Hexable?: Yes.

Rager?: No.

Mechanics: Boss will first attack with magic and when HP depleted, second phase begins with the boss spawning multiple melee minions which attack rapidly. Pray Mage during first phase and Pray Melee during second phase. Hexer can solo the boss. Slash is best DPS style for Meleer if no Hex.

Yk'Lagor the Thunderous [F45-47]:

Hexable?: No.

Rager?: No.

Mechanics: This boss should not be soloed, as door-lag can make reaction to Thunderous’ special attacks difficult, which could result in the boss healing or doing devastating damage. Thunderous is originally locked underneath mage circle’s spell; attack mages to release him. If any text appears above Thunderous’ head, players must immediately run behind one of the four pillars on the sides of the bossroom. “Come Closer” special pulls players in and disables their prayers while healing the boss. “This is True Power!” will One-Hit KO any players not behind pillars. Always pray Mage against Thunderous. Thunderous drains prayer faster at higher prayer point levels. Thunderous uses a special attack every 15 seconds which is enough for four 2h hits.

Warped Floors [F48-60]:

Spoiler

Blink [F48-60]:

Hexable?: Yes.

Rager?: Absolutely.

Mechanics: Blink has a running phase (raise a pillar for Blink to crash into) and a stationary phase (DPS him quickly). You can only raise 1 pillar at a time. Pray Mage at all times. Ragers are helpful, as Blink does a lot of damage on Onyx relative to his original coding. Hex is better than melee once blink has taken a lot of damage from Rager specs.

Warped Gulega [F48-60]:

Hexable?: Yes.

Rager?: Absolutely.

Mechanics: Gulega has extremely high defence and damage to him is reduced by a high percentage, but Ragers hits do not seem to be reduced to the same extent on him and are generally accurate. Gulega’s attacks have 4 forms: 3 regular attacks and one special. When he raises his arms and a yellow blob appears above your head, Pray Mage. When he pushes his head forward and a green blob comes toward you, Pray Ranged. At all other times, Pray Melee. When spikes appear around you, you must run at least one step from your current location. Otherwise, you will be dealt down to 1 HP.

Dreadnaut [F48-60]:

Hexable?: Yes. Incredible DPS.

Rager?: Absolutely.

Mechanics: Pray Melee against Dreadnaut. Hex is meta on Onyx against this boss. Dreadnaut has two special attacks. For the first, he summons brown splats on the ground which deal significant damage while stepped on. It is unwise to have the GGS on top of these spots, as teleporting teammates may take lots of unnecessary damage. It is advisable to keep moving at nearly all times for this reason if you have the GGS. Dreadnaut’s second special has an animation where he “looks” at the player with a beam coming from his eyes. This special greatly lowers the player’s magic level (perhaps to the point of not being able to teleport to GGS (level 64 magic requirement) while lowering their protection prayer.

Hope Devourer [F51-60]:

Hexable?: Yes. Incredible DPS.

Rager?: Mediocre.

Mechanics: Hope does very high melee attack damage and focuses one player at a time. As such, it’s best for the majority of players (“blockers”) to Pray Melee and melee Hope, while the focused player is behind the blockers. Ideally, Blockers should not be trampled if correctly positioned and static, and they should be a little bit spread out around the boss. If necessary, lure Hope away from the boss-door as he can trample. Occasionally, Hope will say “Groaaaarrr” and if seen, all players in boss room should turn off any protection prayer, or Hope will heal and disable said prayer.

World-gorger Shukarhazh [F54-60]:

Hexable?: Yes.

Rager?: Absolutely.

Mechanics: Gorger has 3 eyes on each of the walls that does not contain the boss-door. Each eye is weak to the style of the eye, ex: Range eye is weak to Hex. Each eye you kill reduces Gorger’s damage reduction by ~30%.

Kal'Ger the Warmonger [57-60]:

Hexable?: Only on Form 3 (Kal’Ger Mage Form).

Rager?: Mediocre.

Mechanics: Kal’Ger is without a doubt the most challenging boss in Onyx DG. He has 6 forms which will be located either Doorside (near the boss-door) or Farside (across the lava pit). Traverse the lava by clicking on the floating orb. Note that Kal’Ger may briefly pull players into the lava then to him if players are standing on the opposite side for too long. Kal’Ger has a special attack that lowers player’s HP to 1 after he says ‘Enough!’. This can be dodged by teleporting to the GGS. Kal’Ger’s stomp is devastating (40+ AoE damage) so do not walk under.

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Kind of speed read through the guide, and it looks amazing man. Can tell that a lot of work and time was put into this, thank you for providing the community with this guide, especially Dungeoneering also. Much appreciated !

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